/Engine/Source/Runtime/Engine/Classes/Engine/HitResult.h
Structure containing information about one hit of a trace, such as point of impact and surface normal at that point.
struct FHitResult
uint8:  1
bBlockingHit
Indicates if this hit was a result of blocking collision.
FName
BoneName
Name of bone we hit (for skeletal meshes).
uint8:  1
bStartPenetrating
Whether the trace started in penetration, i.e. with an initial blocking overlap.
TWeakObjectPtr<...
Component
PrimitiveComponent hit by the trace.
float
Distance
The distance from the TraceStart to the Location in world space.
uint8
ElementIndex
Indexto item that was hit, also hit primitive specific.
int32
FaceIndex
Face index we hit (for complex hits with triangle meshes).
FActorInstanceH...
HitObjectHandle
Handle to the object hit by the trace.
FVector_NetQuan...
ImpactNormal
Normal of the hit in world space, for the object that was hit by the sweep, if any.
FVector_NetQuan...
ImpactPoint
Location in world space of the actual contact of the trace shape (box, sphere, ray, etc) with the impacted object.
int32
Item
Extra data about item that was hit (hit primitive specific).
FVector_NetQuan...
Location
The location in world space where the moving shape would end up against the impacted object, if there is a hit.
FName
MyBoneName
Name of themybone which took part in hit event (in case of two skeletal meshes colliding).
int32
MyItem
If the hit result is from a collision this will have extra info about the item that hit the second item.
FVector_NetQuan...
Normal
Normal of the hit in world space, for the object that was swept.
float
PenetrationDepth
If this test started in penetration (bStartPenetrating is true) and a depenetration vector can be computed, this value is the distance along Normal that will result in moving out of penetration.
TWeakObjectPtr<...
PhysMaterial
Physical material that was hit.
float
Time
'Time' of impact along trace direction (ranging from 0.0 to 1.0) if there is a hit, indicating time between TraceStart and TraceEnd.
FVector_NetQuan...
TraceEnd
End location of the trace; this is NOT where the impact occurred (if any), but the furthest point in the attempted sweep.
FVector_NetQuan...
TraceStart
Start location of the trace.